Webgl Shader Constraints
WebGL 1.0/2.0 shader restrictions, variant stripping, loop/indexing rules, and browser deployment workarounds for Unity
Urp Hlsl Templates
Production-ready URP HLSL/ShaderLab code templates with SRP Batcher compatibility for Unity
Shader Graph Best Practices
Node budgets, custom lighting, sub-graphs, precision control, and mobile workflows for Unity Shader Graph
Mobile Post Processing
Single-pass post-processing, URP Renderer Features, and mobile-safe screen effects for Unity
Water Fluid Shaders
Mobile-optimized water shaders with depth coloring, foam, Gerstner waves, refraction, and caustics for Unity URP
Mobile Shader Optimization
GPU architecture, precision types, fillrate, overdraw, baked lighting, and LOD optimization for Unity mobile/WebGL shaders
Texture Packing Variant Stripping
Channel packing, variant reduction, shader_feature vs multi_compile, and build size optimization for Unity
Pr Review Loop
Use after finishing a change on a feature branch when you want the repo's @claude CI review and to handle its findings in THIS session. Pushes the branch, opens/uses the PR, requests the review, waits event-driven for CI to finish (a background watcher re-invokes the session — no polling), then drives a gated fix loop (round cap 2). Invoke as /pr-review-loop.